
/**
 * Contains platform dependent logic for creating a Famine program.
 */

#if P_XNA

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace FamineSystem {

    public partial class Famine {
        internal static void platformInvoke ( ) {
            using ( game = new Game() ) {
                gfx.xnaInit();
                game.Run();
            }
        }
        internal static Game game;
    }

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    internal class Game : Microsoft.Xna.Framework.Game {
        SpriteBatch spriteBatch;

        public Game () {
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize () {
            Famine.preinit();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent () {
            spriteBatch = new SpriteBatch( GraphicsDevice );
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent () {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update ( GameTime gameTime ) {
            // Allows the game to exit
            if ( GamePad.GetState( PlayerIndex.One ).Buttons.Back == ButtonState.Pressed )
                this.Exit();

            if ( !Famine.tick() ) {
                this.Exit();
            }

            base.Update( gameTime );
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw ( GameTime gameTime ) {
            Famine.render();
            base.Draw( gameTime );
        }
    }
}

#else

#error Famine supports only XNA builds for now.

#endif
